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Leonidas
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Hi Dale:
I started playing last night. Great Mod. The AI is very aggressive, and I am only playing on "Hard" with 10 civs. It's great to play with all the toys in the modern era. . . The AI attacks with stacks. If I am using planes, the AI will attack with stacks that include mobile SAM units.
Just two things so far:
1) In GL: If I click on Propoganda I get a SLIC error - {null}:2764: Building not found in Building DB
2) Just curious: In the year indicator - is it possible to specify the actual years such as 1900, 1901. . . etc as time passes?
Right now, the turns are indicated by either just the turn itself (ie turn 55), or the game starts at "0 AD" and progresses from that point.
Great work 
Last edited by Leonidas on 10-03-2002 at 21:07
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yservel
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Hi, I downloaded the mod. It looks great but I didn't manage to load the game with this mod via the modswapper. Some slic files seems to be missing. Where may I get those slic files?
Many thx...
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yservel
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or more exactely several functions seem to be missing.
Destroybuilding in the WAW_capturecity.slc
getpersonaliity, GetAgreementDuration, GetStopReasearchingAdvance in WAW_diplomod.slc
and many other function in the WAW_Frenzy.slc file and WAW_CompImpSForAIs.slc (tileHasImprovement)
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:18
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WOWZERS!!
I played a few turns of this mod at Very Hard level, and was playing my normal game of "figure out how hard this will be", so I took a french city...
Five turns later, and I have stacks of 7 field artillery and fascists (french of course) wandering through my territory.
At which point I though to myself "Ah, that would be the frenzy kicking in, lets get some defenses up while they pilage my railways, and then prepare to counterattack"
And then the barbarians started arriving. The fascists I could cope with. The tanks were a bit annoying, but I draw the line at hover inf in 1950 
Then the french started taking my cities...
I lost 3 (including my capital) before I went into the scenario editor and reverted to being the barbarians for a few turns, and the game degenerataed a bit.
I think I'll play to win next time. I think the Frenzy code works a lot better with fast units. It the ancient ages, things go faster than units. With units with 4 movement points, Frenzy is dangerous. 
Nice mod Dale!
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Leonidas
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Hi Dale:
Here is my setup:
I'm playing on "Hard" with 10 civs on a huge map with a lot of ocean, islands. I'm on turn 90 AD.
1) The AI develops its land and infrastructure extremely well. The civs close to me on land have attacked me ruthlessly.
2) However, I noticed several things:
* The AI usually only defends its cities with a couple of weak units. Repeatedly, I would attack a 14 size city only to find it being defended by two missiles! These are very weak at defense. I wiped out two civs on my continent very easily, even though they should have had very strong defenses (ie they had huge cities and were very advanced tech-wise).
* The AI often had several chemical missiles (which are offensive units) but didn't attack my units with it, even though I was clearly pillaging its city improvements and/or about to attack its cities.
* At sea, only one civ (the Irish) was using subs. All other civs seemd to be using transport ships. At least, this is all I saw. I don't know whether they were moving settlers/military units or not. But not a single civ built a battleship and no other civ (other than the Irish) built a sub. There were simply no battles at sea, even with civs I was at war with, and even when they had lots of coastal cities.
Questions:
1) Does the AI in CTP2 handle ocean/ships very well? Can it be adjusted to build offensive ships that it will use?
2) Can the AI be given priority to build the proper defensive units? It often uses missiles or planes with which to defend cities, and seems to spend too much time building city improvements and/or sending every single unit it builds to harass a city I own. By turn 50, the AI would often send a single arty to attack one of my cities that had 4 defenders. . .
I am very sure that if I had played at a higher difficulty level and with mostly land mass, I would have been battling for my life
But it would be nice to play in an "island setting" and know that the AI will give you a run for your money (ie using offensive subs, battleships and invasions) 
Thanks for the work you've put into this mod 
Last edited by Leonidas on 11-03-2002 at 21:11
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